﻿using System;
using UnityEngine;

namespace UltimateFracturing
{
	// Token: 0x0200043A RID: 1082
	public struct CapEdge
	{
		// Token: 0x06001E5E RID: 7774 RVA: 0x000C197A File Offset: 0x000BFB7A
		public CapEdge(int nHash1, int nHash2, Vector3 v1, Vector3 v2, float fLength)
		{
			this.nHash1 = nHash1;
			this.nHash2 = nHash2;
			this.v1 = v1;
			this.v2 = v2;
			this.fLength = fLength;
		}

		// Token: 0x06001E5F RID: 7775 RVA: 0x000C19A1 File Offset: 0x000BFBA1
		public int SharesVertex1Of(CapEdge edge)
		{
			if (this.nHash1 == edge.nHash1)
			{
				return 1;
			}
			if (this.nHash2 == edge.nHash1)
			{
				return 2;
			}
			return 0;
		}

		// Token: 0x06001E60 RID: 7776 RVA: 0x000C19CC File Offset: 0x000BFBCC
		public int SharesVertex2Of(CapEdge edge)
		{
			if (this.nHash1 == edge.nHash2)
			{
				return 1;
			}
			if (this.nHash2 == edge.nHash2)
			{
				return 2;
			}
			return 0;
		}

		// Token: 0x04001ED1 RID: 7889
		public Vector3 v1;

		// Token: 0x04001ED2 RID: 7890
		public Vector3 v2;

		// Token: 0x04001ED3 RID: 7891
		public int nHash1;

		// Token: 0x04001ED4 RID: 7892
		public int nHash2;

		// Token: 0x04001ED5 RID: 7893
		public float fLength;
	}
}
